示例#1
0
        /// <summary>
        /// 获取游戏中所有资源的assetbundle 信息,用来打包
        /// </summary>
        /// <param name="config"></param>
        /// <returns></returns>
        public static void GenResBuild(BuilderConfig config)
        {
            // List<AssetBundleBuild> bundles = new List<AssetBundleBuild>();
            string path = config.LoadPath;

            GenResBuildByDir(path, "*.*");
        }
示例#2
0
        /// <summary>
        /// 获取游戏中所有Lua文件的assetbundle 信息,用来打包
        /// </summary>
        /// <param name="config"></param>
        /// <returns></returns>
        public static void GenLuaBuild(BuilderConfig config)
        {
            //获取所有lua文件的bundle信息,所有lua文件需以.bytes为后缀名,否则不能打进assetbundle
            // 清空临时lua文件夹,正常情况下是不会有该文件夹的
            if (Directory.Exists(sTempLuaDir))
            {
                Directory.Delete(sTempLuaDir, true);
            }
            Directory.CreateDirectory(sTempLuaDir);
            //拷贝(编译)lua文件到临时目录
            string[] srcDirs =
            {
                CustomSettings.lfuLuaDir
                , CustomSettings.baseLuaDir
                , Tools.GetLuaSrcPath()
                , Tools.GetGFLuaPath()
            };
            foreach (var dir in srcDirs)
            {
                if (GameConfig.EncodeLua)
                {
                    string   sourceDir = dir;
                    string[] files     = Directory.GetFiles(sourceDir, "*.lua", SearchOption.AllDirectories);
                    int      len       = sourceDir.Length;

                    if (sourceDir[len - 1] == '/' || sourceDir[len - 1] == '\\')
                    {
                        --len;
                    }
                    for (int j = 0; j < files.Length; j++)
                    {
                        string str  = files[j].Remove(0, len);
                        string dest = sTempLuaDir + str + ".bytes";
                        string _dir = Path.GetDirectoryName(dest);
                        Directory.CreateDirectory(_dir);
                        EncodeLuaFile(files[j], dest, config);
                    }
                }
                else
                {
                    ToLuaMenu.CopyLuaBytesFiles(dir, sTempLuaDir);
                }
            }
            _refreshAssetDb();
            while (EditorApplication.isUpdating)
            {
            }
            //通过GenLuaBuildByDir配置AssetBundle name
            foreach (var luaDir in Directory.GetDirectories(sTempLuaDir, "*", SearchOption.AllDirectories))
            {
                GenLuaBuildByDir(luaDir, "*.bytes");
                //Debug.LogWarning("lua Add luaDir:" + luaDir);
            }
            GenLuaBuildByDir(sTempLuaDir, "*.bytes");
            //Debug.LogWarning("lua Add luaDir: lua/lua");
            _refreshAssetDb();
        }
示例#3
0
 public static void BuildAbsByConfig(BuilderConfig config)
 {
     if (BuildTarget.NoTarget == config.target)
     {
         BuildAsb(config.ExportPath, config.options, BuildTarget.Android);
         BuildAsb(config.ExportPath, config.options, BuildTarget.iOS);
         BuildAsb(config.ExportPath, config.options, BuildTarget.StandaloneWindows);
     }
     else
     {
         BuildAsb(config.ExportPath, config.options, config.target);
     }
 }
示例#4
0
        /// <summary>
        /// 按平台打包所有lua文件
        /// </summary>
        /// <param name="config"></param>
        public static void BuildAllLua(BuilderConfig config)
        {
            mConfig = config;
            //根据选择平台打包所有lua文件
            GenLuaBuild(config);
            BuildAbsByConfig(config);

            ////删除生成的Lua文件夹
            //if (Directory.Exists(sTempLuaDir))
            //{
            //  Directory.Delete(sTempLuaDir, true);
            //}
        }
示例#5
0
        private void Init()
        {
            //titleContent = new GUIContent("Builder");
            minSize = new Vector2(300f, 400f);

            /**
             * 空合并运算符(??):
             * 用于定义可空类型和引用类型的默认值。如果此运算符的左操作数不为null,则此运算符将返回左操作数,否则返回右操作数。
             * 例如:a??b 当a为null时则返回b,a不为null时则返回a本身。
             * 空合并运算符为右结合运算符,即操作时从右向左进行组合的。如,“a??b??c”的形式按“a??(b??c)”计算
             **/
            _config = _config ?? new BuilderConfig();
            GameConfig.Load();
        }
示例#6
0
        /// <summary>
        /// 按平台打包所有lua文件和资源
        /// </summary>
        /// <param name="config"></param>
        public static void BuildAll(BuilderConfig config)
        {
            mConfig = config;
            // 配置lua打包信息
            GenLuaBuild(config);
            //配置所有资源打包信息
            GenResBuild(config);
            //根据选择平台打包
            BuildAbsByConfig(config);

            ////删除生成的Lua文件夹
            //if (Directory.Exists(sTempLuaDir))
            //{
            //  Directory.Delete(sTempLuaDir, true);
            //}
        }
示例#7
0
        public static void GenResBuildByDir(string dir, string pattern)
        {
            string relative2 = sResDir;

            if (!string.IsNullOrEmpty(dir) && Directory.Exists(dir))
            {
                //查看该文件夹下是否有文件,有文件将该文件夹作为一个bundle
                string[] files = Directory.GetFiles(dir, pattern, SearchOption.TopDirectoryOnly);
                int      count = 0;
                foreach (var f in files)
                {
                    if (BuilderConfig.IsResFile(f))
                    {
                        count += AsbNameSetting.GetHasAsbName(f) ? 0 : 1;
                        break;
                    }
                }
                if (count > 0)
                {
                    files = Directory.GetFiles(dir, pattern, SearchOption.AllDirectories);
                    string asbName = Tools.GetAsbName(Tools.RelativeTo(dir, relative2));
                    // List<string> list = new List<string>();
                    for (int i = 0; i < files.Length; i++)
                    {
                        string f = files[i];
                        if (BuilderConfig.IsResFile(f))
                        {
                            string resPath = Tools.RelativeTo(f, Application.dataPath, true);
                            AsbNameSetting.SetBundleName(resPath, asbName, true);
                        }
                    }
                }
                else
                {
                    //如果文件夹下没有文件,遍历其子文件夹
                    string[] dirs = Directory.GetDirectories(dir);
                    if (dirs.Length > 0)
                    {
                        foreach (var d in dirs)
                        {
                            GenResBuildByDir(d, pattern);
                        }
                    }
                }
            }
        }
示例#8
0
        public static void EncodeLuaFile(string srcFile, string outFile, BuilderConfig config)
        {
            if (!srcFile.ToLower().EndsWith(".lua", StringComparison.Ordinal))
            {
                File.Copy(srcFile, outFile, true);
                return;
            }
            bool   isWin   = true;
            string luaexe  = string.Empty;
            string args    = string.Empty;
            string exedir  = string.Empty;
            string currDir = Directory.GetCurrentDirectory();
            string platStr = "/";

            if (BuildTarget.Android == config.target)
            {
                platStr = "_32/";
                //Debug.LogError(platStr);
            }
            if (Application.platform == RuntimePlatform.WindowsEditor)
            {
                isWin  = true;
                luaexe = "luajit.exe";
                args   = "-b -g " + srcFile + " " + outFile;
                exedir = Application.dataPath.Replace("Assets", "") + "LuaEncoder/luajit" + platStr;
            }
            else if (Application.platform == RuntimePlatform.OSXEditor)
            {
                isWin  = false;
                luaexe = "./luajit";
                args   = "-b -g " + srcFile + " " + outFile;
                exedir = Application.dataPath.Replace("Assets", "") + "LuaEncoder/luajit_mac" + platStr;
            }
            Directory.SetCurrentDirectory(exedir);
            System.Diagnostics.ProcessStartInfo info = new System.Diagnostics.ProcessStartInfo();
            info.FileName        = luaexe;
            info.Arguments       = args;
            info.WindowStyle     = System.Diagnostics.ProcessWindowStyle.Hidden;
            info.UseShellExecute = isWin;
            info.ErrorDialog     = true;
            LogFile.Log(info.FileName + " " + info.Arguments);

            System.Diagnostics.Process pro = System.Diagnostics.Process.Start(info);
            pro.WaitForExit();
            Directory.SetCurrentDirectory(currDir);
        }
示例#9
0
        public static void GenLuaBuildByDir(string dir, string pattern)
        {
            if (!string.IsNullOrEmpty(dir) && Directory.Exists(dir))
            {
                string   relative2 = sTempLuaDir;
                string[] files     = Directory.GetFiles(dir, pattern, SearchOption.TopDirectoryOnly);
                string   asbName   = "lua/" + Tools.GetAsbName(Tools.RelativeTo(dir, relative2, true));

                for (int i = 0; i < files.Length; i++)
                {
                    string f = files[i];
                    if (BuilderConfig.IsResFile(f))
                    {
                        AsbNameSetting.SetBundleName(Tools.RelativeTo(files[i], Application.dataPath, true), asbName, true);
                    }
                }
            }
        }
示例#10
0
        /// <summary>
        ///设置资源的AssetBundle Name
        /// </summary>
        /// <param name="resPath">以Assets/开头的相对文件路径</param>
        /// <param name="bundleName">AssetBundle Name.</param>
        /// <param name="skipIfHas">If set to <c>true</c> 跳过已经设置AssetBundle name的</param>
        public static void SetBundleName(string resPath, string bundleName, bool skipIfHas = false)
        {
            if (BuilderConfig.IsResFile(resPath))
            {
                AssetImporter importer = AssetImporter.GetAtPath(resPath);

                if (importer && importer.assetBundleName != bundleName)
                {
                    if (skipIfHas && !string.IsNullOrEmpty(importer.assetBundleName))
                    {
                        //已经有Assetbundle name, 跳过
                        return;
                    }
                    importer.assetBundleName = bundleName;
                    Debug.LogFormat("设置 Assetbundle 名称:{0} -----> {1}", resPath, bundleName);
                }
            }
        }
示例#11
0
        //[MenuItem("Assets/打包测试")]
        //public static void BuildAll()
        //{
        //    string outDir = Application.dataPath.Replace("Assets", "AssetBundles/test");
        //    Debug.Log("打包路径:" + outDir);
        //    Tools.CheckDirExists(outDir, true);
        //    BuildPipeline.BuildAssetBundles(outDir, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
        //}

        private static void _setBundleNameByPath(string path)
        {
            string fullPath = path;

            //if (!Path.IsPathRooted(path) && !path.StartsWith(Application.dataPath, StringComparison.Ordinal))
            if (!path.StartsWith(Application.dataPath, StringComparison.Ordinal))
            {
                fullPath = Tools.PathCombine(Directory.GetParent(Application.dataPath).ToString(), path);
            }
            else
            {
                path = Tools.RelativeTo(path, Tools.GetResPath(), true);
            }

            if (File.Exists(fullPath))
            {
                if (BuilderConfig.IsResFile(path))
                {
                    string asbName = fullPath.Substring(0, fullPath.Length - Path.GetExtension(fullPath).Length);
                    //asbName = Tools.RelativeTo(asbName, Tools.GetResPath()) + GameConfig.STR_ASB_EXT;
                    asbName = Tools.GetAsbName(Tools.RelativeTo(asbName, Tools.GetResPath()));
                    SetBundleName(path, asbName.ToLower());
                }
            }
            else if (Directory.Exists(fullPath))
            {
                string[] files = Directory.GetFiles(fullPath, "*.*", SearchOption.AllDirectories);
                //string asbName = Tools.RelativeTo(fullPath, Tools.GetResPath()) + GameConfig.STR_ASB_EXT;
                string asbName = Tools.GetAsbName(Tools.RelativeTo(fullPath, Tools.GetResPath()));

                foreach (var f in files)
                {
                    if (BuilderConfig.IsResFile(f))
                    {
                        string assetPath = Tools.RelativeTo(f, Application.dataPath, true);
                        SetBundleName(assetPath, asbName.ToLower());
                    }
                }
            }
        }
示例#12
0
 /// <summary>
 /// 按平台打包所有资源代码
 /// </summary>
 /// <param name="config"></param>
 public static void BuildAllRes(BuilderConfig config)
 {
     mConfig = config;
     GenResBuild(config);
     BuildAbsByConfig(config);
 }
        void OnGUI()
        {
            if (this._config == null)
            {
                Init();
            }

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            _config.LoadPath = EditorGUILayout.TextField("Load Path", _config.LoadPath);
            if (GUILayout.Button("Select"))
            {
                var path = EditorUtility.OpenFolderPanel("Load", _config.LoadPath, "");
                _config.LoadPath = string.IsNullOrEmpty(path) ? _config.LoadPath : path;
            }
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            _config.ExportPath = EditorGUILayout.TextField("Export Path", _config.ExportPath);
            if (GUILayout.Button("Select"))
            {
                var path = EditorUtility.OpenFolderPanel("Load", _config.ExportPath, "");
                _config.ExportPath = string.IsNullOrEmpty(path) ? _config.ExportPath : path;
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("BuildAssetBundleOptions:");
            if (GUILayout.Button(_config.options.ToString()))
            {
                ShowTypeNamesMenu(
                    _config.options.ToString(), optionsList,
                    (string selectedTypeStr) =>
                {
                    _config.options = getEnumByString <BuildAssetBundleOptions>(selectedTypeStr);
                }
                    );
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("BuildTarget:");
            if (GUILayout.Button(_config.target.ToString()))
            {
                ShowTypeNamesMenu(
                    _config.target.ToString(), targetList,
                    (string selectedTypeStr) =>
                {
                    _config.target = getEnumByString <BuildTarget>(selectedTypeStr);
                }
                    );
            }
            EditorGUILayout.EndHorizontal();

            if (GUILayout.Button("重置资源导出路径"))
            {
                _config.DeletConfig();
                _config = new BuilderConfig();
            }

            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("LuaBuildTest"))
            {
                //List<AssetBundleBuild> list = new List<AssetBundleBuild>();

                ////测试常规打包载入
                //list.Add(AsbBuilder.GenBuildByDir(_config.LoadPath, Tools.GetResPath(), "*.*"));

                ////更新相关测试 begin ------------------------------------------------
                ////测试资源依赖
                ////测试资源依赖:1.   多个文件依赖同一个文件
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t1/common.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T1/cmat.mat", "Assets/BundleRes/DepTest/T1/img.png", } });
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t1/sphere.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T1/Sphere.prefab", } });
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t1/cube.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T1/Cube.prefab", } });
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t1/capsule.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T1/Capsule.prefab", } });

                ////测试资源依赖:2.   一个文件依赖多个文件
                ////list = new List<AssetBundleBuild>();
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t2/obj.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T2/Obj.prefab", } });
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t2/sphere.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T2/Sphere.prefab", } });
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t2/cube.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T2/Cube.prefab", } });
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t2/capsule.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T2/Capsule.prefab", } });
                ////测试资源依赖:3.   一列依赖对象中有变化
                ////list = new List<AssetBundleBuild>();
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t3/cube.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T3/Cube.prefab", } });
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t3/img2.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T3/img2.png", } });
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t3/mat_img2.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T3/mat_img2.mat", } });
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t3/obj2.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T3/Obj2.prefab", } });
                ////测试资源依赖:4.对有c#脚本的绑定的依赖
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t4/sphere.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T4/Sphere.prefab", } });
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t4/cube.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T4/Cube.prefab", } });
                //list.Add(new AssetBundleBuild() { assetBundleName = "deptest/t4/capsule.asb", assetNames = new string[] { "Assets/BundleRes/DepTest/T4/Capsule.prefab", } });
                ////更新相关测试 end ==================================================

                //if (BuildTarget.NoTarget == _config.target)
                //{
                //    AsbBuilder.BuildAsb(_config.ExportPath, list.ToArray(), _config.options, BuildTarget.Android);
                //    AsbBuilder.BuildAsb(_config.ExportPath, list.ToArray(), _config.options, BuildTarget.iOS);
                //    AsbBuilder.BuildAsb(_config.ExportPath, list.ToArray(), _config.options, BuildTarget.StandaloneWindows);
                //}
                //else
                //{
                //    AsbBuilder.BuildAsb(_config.ExportPath, list.ToArray(), _config.options, _config.target);
                //}
                AsbBuilder.BuildAllLua(_config);
                Close();
            }
            if (GUILayout.Button("ResBuildTest"))
            {
                AsbBuilder.BuildAllRes(_config);
                Close();
            }
            EditorGUILayout.EndHorizontal();

            if (GUILayout.Button("BuildAll"))
            {
                AsbBuilder.BuildAll(_config);
                Close();
            }

            EditorGUILayout.BeginHorizontal();
            GUILayout.Space(30);
            bool v = GUILayout.Toggle(GameConfig.HasDebugView, "是否显示DebugView");

            if (v != GameConfig.HasDebugView)
            {
                GameConfig.HasDebugView = v;
                GameConfig.Save();
            }
            EditorGUILayout.EndHorizontal();

            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("设置清理不打包的 Scenens "))
            {
                SceneSettingManager.SetReleaseSceneToBuildSetting();
            }
            if (GUILayout.Button("显示 BuildSettings"))
            {
                EditorApplication.ExecuteMenuItem("File/Build Settings...");
                Close();
            }
            EditorGUILayout.EndHorizontal();
        }